Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Operation Barbarossa 1941

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> The War Room >> RE: Operation Barbarossa 1941 Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Operation Barbarossa 1941 - 3/6/2007 9:21:25 PM   
Dr. Foo


Posts: 666
Joined: 8/31/2004
From: Honolulu, Hawaii
Status: offline
I have found this out the hard way, after having my a$$ handed to me time and time again, that the key to winning as the Germans is multiple combat rounds.

If you are not getting two (three is best) combat rounds in any Barbarossa scenario you are playing at a disadvantage.

I hear what you are saying about Operation Barbarossa 1941 I feel that the Soviets are too strong in this scenario I once played the Soviets and had three lines of defense from Orsha to Moscow by the time my opponent reached the second line his units were completly exhausted.

DNO is better as most Soviets divisions are on internal support making counter-attacks harder while reinforcements come in very weak requiring time to build themselves up. However, it is much harder to win as the Axis in DNO than in Operation Barbarossa 1941; therefore, I think all the Barbarossa scenarios are going to tough for the Axis player.


_____________________________

*Warning: Dr. Foo is not an actual doctor.
Do not accept or follow any medical advice*
Post #: 1
RE: Operation Barbarossa 1941 - 3/7/2007 12:00:40 AM   
SMK-at-work

 

Posts: 3396
Joined: 8/28/2000
From: New Zealand
Status: offline
The standard FitE scenario is probably too hard for the Axis.  Zort is in the process of modding it to give them a chance to get to Moscow, hopefully without making them too overpowering & it sems to be working OK - mainly by freezing most of the Soviets at het border in place for a couple of turns and keeping their shock value low for a bit longer.

you can see teh results of his first effort in the AAR forum - the Soviets have a good line at Moscow, but the Germans have gone past it to the north and south where defences are weaker....

< Message edited by SMK-at-work -- 3/7/2007 12:16:15 AM >
Post #: 2
RE: Operation Barbarossa 1941 - 3/7/2007 1:09:35 AM   
Zort

 

Posts: 684
Joined: 7/19/2004
From: Colorado Springs, CO
Status: offline
You should also look at the AAR between Larry and Karri. This is the stock version and Karri is just a great player. It will be interesting to see if Larry can stop him.

(in reply to SMK-at-work)
Post #: 3
RE: Operation Barbarossa 1941 - 3/7/2007 4:58:02 AM   
Dr. Foo


Posts: 666
Joined: 8/31/2004
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: tony.uk

Yes, you are right. I start for the the first 2 or 3 opening turns with losses minimised thereafter limit losses then I hardly get any extra turns. Or should I start with Ignore losses?

I tried playing DNO but there are errors as the Slovaks do not move, and anyway these larger scenarios like DNO I thought were all PBEM. Only PO I can find is Barbarossa at Tactical Level. What do you think of this one, is it worth playing?


Why would you start with losses minimized? You have the Frontier Army on the ropes you should be at limit losses in order to endue its total destruction. I never use ignore losses unless I am faced with well rested, over supplied, dug in forces and even then sometime a good artillery pounding can soften them up.

If you are attacking with minimum losses, your units are most likely breaking off the attack before the job is done, and if you are attacking with units on ignore losses they are engaging for too long and you are burning your turn. It is a balancing act between when to and when not to set losses at a level other than limit losses.

If you always use the planning attack option you will have more control over what units attack and how much of you turn is used, then again there are a lot of factors that go into a turn so don’t be surprised when the best planning results in an early ending of your turn.

As for DNO, yes, it is PBEM only and the Slovak thing is an easy event fix (there are other as well). I like Operation Barbarossa 1941 and I think it is a fine introduction to some of the larger more complex Barbarossa scenarios. I started with the TOAW classic Barbarossa 41, then OB 1941, then I moved to DNO, and have yet to even try FitE.


_____________________________

*Warning: Dr. Foo is not an actual doctor.
Do not accept or follow any medical advice*
Post #: 4
RE: Operation Barbarossa 1941 - 3/7/2007 2:31:51 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline

quote:

ORIGINAL: Dr. Foo

DNO is better as most Soviets divisions are on internal support making counter-attacks harder while reinforcements come in very weak requiring time to build themselves up. However, it is much harder to win as the Axis in DNO than in Operation Barbarossa 1941; therefore, I think all the Barbarossa scenarios are going to tough for the Axis player.


It really depends on the players, but overall I suppose for the Russian player there is a fairly straightforward formula for victory in just setting your defensive line far enough to the rear whilst putting roadblocks on key river crossings etc. There again a good German player will know how to push his panzertruppen hard. Turn 6 and I am at Dno and past Smolensk (16 divisions encircled there). Unfortunately, I have run out of slots to divide units!

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to Dr. Foo)
Post #: 5
RE: Operation Barbarossa 1941 - 4/7/2007 3:50:45 AM   
KoenigMKII

 

Posts: 13
Joined: 10/10/2003
Status: offline
Run out of slots to divide Divide units?

Is that because its better to have lots of regiments than the divisonal equivalent? I have noticed that because of the way armor units cant move arround infantry (without getting tagged and possibly routed) I end up using MP's and pioneers to complete the traps arround Soviet Units. Thats not very realistic - but I must be missing something...

(in reply to golden delicious)
Post #: 6
RE: Operation Barbarossa 1941 - 4/7/2007 5:08:01 AM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: KoenigMKII

Run out of slots to divide Divide units?

Is that because its better to have lots of regiments than the divisonal equivalent? I have noticed that because of the way armor units cant move arround infantry (without getting tagged and possibly routed) I end up using MP's and pioneers to complete the traps arround Soviet Units. Thats not very realistic - but I must be missing something...


Why not to do it vice versa? First the engineers and the the Panzers?

And: If there is a friendly unit in a hex adjacent to an enemy unit you can move a friendly unit through it without getting a disengagement hit, but still with paying the higher movement costs.

And yes, the purpose of Ben's (the golden apple) method is to have more counters on map thus having more units to complete encirclements while the rest of the force and the Panzertruppen (hehe Ben, at least one english guy here who masters the german plural) can push further on. Doing this myself in FitE to complete encirclements and convert hexes, block partisans, secure railroads against partisans etc...

_____________________________


(in reply to KoenigMKII)
Post #: 7
RE: Operation Barbarossa 1941 - 4/7/2007 6:48:09 AM   
KoenigMKII

 

Posts: 13
Joined: 10/10/2003
Status: offline
The engineers just have a high movement allowance, so they seem to make it to gaps first.

I am pretty sure some of my armoured combat units moving through friendly units hexes still get the disengagement penalty on occasion. German Armour doesn't work properly when its moving past the flanks of enemy infantry thats allready heavily engaged.

Its as if all the anti-tank guns were suddenly shifted onto one flank of the infantry unit hex, and ambushed the armour unit as it passes. Have you any idea how hard it is to limber up towed PAK's and move them in a fluid, hostile combat situation? All games are an abstraction but this is way too strong.

If the moving unit is armour and its moving through a friendly combat unit occupied hex adjacent to an ememy infantry unit IMHO the disengagement penalty is wrong. If the infantry unit has a battalion of tank destroyers then thats totally different. The movement penalty in the same situation is also incorrect - it is too severe and negates the advantages of armour.

Thats why Barbarossa can't be simulated, the hex sizes are too big [FITE is different] to allow armor to skirt arround enemy infantry units - you would need a corridor three hexes wide between two enemy infantry units to allow the middle channel to guarantee a amoured breakthrough - that is a HUGE gap.

In reality, in 1941 german armoured units would find holes and pour through like water. Leaving a gap in the line is a horrible mistake if your enemy is armoured.

Have I got that right? Can anyone show that it is an enemy armoured unit causing these "disengagement penalties."

I apologise if this is arrogant, but it seems to be a flaw to me. [or I am a lazy lazy gamer and missed enemy armor in hex with a lot of units in it :-) ]

< Message edited by KoenigMKII -- 4/7/2007 6:56:08 AM >

(in reply to Telumar)
Post #: 8
RE: Operation Barbarossa 1941 - 4/7/2007 7:13:18 AM   
JAMiAM

 

Posts: 6165
Joined: 2/8/2004
Status: offline
The main problem here is the disparity of scales between the two forces units. The Soviets are running divisional sized units, with all the trimmings, while the German units are regimental, and smaller. The disengagement penalties are scaled for the relative size and recon abilities of the unit(s) pinning (with ZOC) and the unit moving out of the empty hex. If you want to avoid disengagement attacks, then leave someone behind in the hex to be vacated. If this scenario is revisited by the designers, or by intrepid modders, they may want to set up a special database for the scenario that utilizes Ben Turner's (aka Golden Delicious) technique of giving recon ability to German armored equipment. It seems to work well in his Poland 1939 scenario. This will offset both the movement penalty, as well as the effect of the disengagement attacks that you are sloppy (or desperate) enough to allow your enemy to gain against you.

(in reply to KoenigMKII)
Post #: 9
RE: Operation Barbarossa 1941 - 8/9/2007 8:14:41 PM   
B/snafu


Posts: 112
Joined: 6/14/2007
From: North Carolina
Status: offline

quote:

ORIGINAL: Dr. Foo

I have found this out the hard way, after having my a$$ handed to me time and time again, that the key to winning as the Germans is multiple combat rounds.

If you are not getting two (three is best) combat rounds in any Barbarossa scenario you are playing at a disadvantage.

I hear what you are saying about Operation Barbarossa 1941 I feel that the Soviets are too strong in this scenario I once played the Soviets and had three lines of defense from Orsha to Moscow by the time my opponent reached the second line his units were completly exhausted.


Currently in the middle of this against a good soviet opponent---first turn or so I had multiple combat rounds---now around turn 6-I'm beating my head off his strong first fortified line from pskof(sp), smolensk, and so forth---averaging only two rounds and suffering from "ant" attacks I guess even when my first probing attcks only show 20% of turn being used--my result windows on a few of the attacks showing the dreaded "cont attks, cont attks,...) with turn ending right after. Looking at it a little more--Iv'e noticed that it seems to be the black counter ss units---mainly the norway one--that are repeated culprits in this-------as anyone else seen this result?


_____________________________

"How can you buy eggs in Malta for seven cents apiece and sell them at a profit in Pianosa for five cents?? "

(in reply to Dr. Foo)
Post #: 10
RE: Operation Barbarossa 1941 - 8/10/2007 12:54:05 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline

quote:

ORIGINAL: Telumar

And yes, the purpose of Ben's (the golden apple) method is to have more counters on map thus having more units to complete encirclements while the rest of the force and the Panzertruppen (hehe Ben, at least one english guy here who masters the german plural)


Danke. Sadly I did French at school- German would have been much more fun.

quote:

Doing this myself in FitE to complete encirclements and convert hexes, block partisans, secure railroads against partisans etc...


Really works wonders in the early going. On about turn 15 of DNO now and am finding that a battalion is no longer enough to contain Russian pockets- especially when said pocket contains Moscow :)

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to Telumar)
Post #: 11
RE: Operation Barbarossa 1941 - 8/10/2007 1:03:32 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline
quote:

ORIGINAL: KoenigMKII

I am pretty sure some of my armoured combat units moving through friendly units hexes still get the disengagement penalty on occasion. German Armour doesn't work properly when its moving past the flanks of enemy infantry thats allready heavily engaged.


German tanks in early war scenarios should really be given the recon flag in the equipment editor. As JAMIAM noted, I did this for my Poland scenario and they behave excellently.

quote:

Thats why Barbarossa can't be simulated,


Not at all. Barbarossa can't be simulated- but for entirely different reasons.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to KoenigMKII)
Post #: 12
RE: Operation Barbarossa 1941 - 8/10/2007 1:11:30 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline

quote:

ORIGINAL: B/snafu

Currently in the middle of this against a good soviet opponent---first turn or so I had multiple combat rounds---now around turn 6-I'm beating my head off his strong first fortified line from pskof(sp), smolensk, and so forth---averaging only two rounds and suffering from "ant" attacks I guess even when my first probing attcks only show 20% of turn being used--my result windows on a few of the attacks showing the dreaded "cont attks, cont attks,...) with turn ending right after. Looking at it a little more--Iv'e noticed that it seems to be the black counter ss units---mainly the norway one--that are repeated culprits in this-------as anyone else seen this result?


You'll probably find these units have proficiencies in the 90s, making them very reluctant to break off combat. These units are practically unuseable for attacks for this reason, but make excellent defenders.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to B/snafu)
Post #: 13
RE: Operation Barbarossa 1941 - 8/10/2007 2:47:16 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline

quote:

ORIGINAL: golden delicious

German tanks in early war scenarios should really be given the recon flag in the equipment editor.


Would it be a reasonable alternative, in battalion scale units, to combine the 'Aufklarungs' and panzer battalions in order to get a similar effect? Or would this be a silly thing to do??

(in reply to golden delicious)
Post #: 14
RE: Operation Barbarossa 1941 - 8/10/2007 6:05:31 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline
quote:

ORIGINAL: sPzAbt653

Would it be a reasonable alternative, in battalion scale units, to combine the 'Aufklarungs' and panzer battalions in order to get a similar effect? Or would this be a silly thing to do??


No matter what scale you do it at, the panzer units are going to wind up having 25-40% reconaissance, because there is only one battalion of armoured cars for three battalions of tanks. Adding motorcyclists would reduce the proportion of hard to soft equipment and make the units less resilient.

Go for the recon tanks. Why not?

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to sPzAbt653)
Post #: 15
RE: Operation Barbarossa 1941 - 8/11/2007 12:19:37 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline

quote:

ORIGINAL: golden delicious

Go for the recon tanks. Why not?


I like it! It makes perfect sense. But I have to bite on a worm you dangled earlier. 'German tanks in early war scenarios should really be given the recon flag '. Only the early ones, I guess because of tactics changes on the Allied side? And what would you think the cutoff date would be? Or could the 'recon' tanks be left in thru 1945 as the Allied units have increased AT capability to offset them?

Thanks as always for your expertise.

(in reply to golden delicious)
Post #: 16
RE: Operation Barbarossa 1941 - 8/12/2007 6:37:27 AM   
B/snafu


Posts: 112
Joined: 6/14/2007
From: North Carolina
Status: offline

quote:

ORIGINAL: golden delicious
You'll probably find these units have proficiencies in the 90s, making them very reluctant to break off combat. These units are practically unuseable for attacks for this reason, but make excellent defenders.


Thanks for that-----makes me look a little different at it now. At first, figured due to their abilities they would be excellent in making that initial first hard hit ---wasted a lot of position opportunities due to turn burn in the first few rounds due to these guys.

_____________________________

"How can you buy eggs in Malta for seven cents apiece and sell them at a profit in Pianosa for five cents?? "

(in reply to golden delicious)
Post #: 17
RE: Operation Barbarossa 1941 - 8/12/2007 9:43:43 PM   
Wolfe Tone

 

Posts: 8
Joined: 8/12/2007
Status: offline

I think the problem is in many Barbarossa scenarios that the Soviets have too many units thus giving them an operational flexibility on par with the Germans that historically was not there in 1941 (not till Dec. anyway).

A scenario that had less Soviet units with low movement points but good fighting (esp defensive) capabilities might reflect the Campaign more realistically.


(in reply to B/snafu)
Post #: 18
RE: Operation Barbarossa 1941 - 8/18/2007 4:05:06 PM   
el cid


Posts: 186
Joined: 1/28/2006
Status: offline
There is a finnish stop line in this scenario, bt it says nothing in the scenario post. Is it really intended for the finns to stop there?

(in reply to Wolfe Tone)
Post #: 19
RE: Operation Barbarossa 1941 - 8/18/2007 9:26:34 PM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline

quote:

ORIGINAL: el cid

There is a finnish stop line in this scenario, bt it says nothing in the scenario post. Is it really intended for the finns to stop there?

Well, 'stop line' does imply that you should stop. But if you are like me, you will ignore it.

(in reply to el cid)
Post #: 20
RE: Operation Barbarossa 1941 - 8/19/2007 9:57:06 AM   
el cid


Posts: 186
Joined: 1/28/2006
Status: offline
Thanks for the clarification.

I will see how well I can do in this scenario. I am playing PBEM as the Germans.

I was wondering why there is no incentive in this scenario to push towards Stalingrad. If I ever get to Rostov I will stop there.

(in reply to sPzAbt653)
Post #: 21
RE: Operation Barbarossa 1941 - 8/19/2007 9:58:00 AM   
Silvanski


Posts: 2506
Joined: 1/23/2005
From: Belgium, residing in TX-USA
Status: offline
Historically the Finns stopped the offensive when they reached the former Soviet-Finnish border... If you wanna keep the game historic you stop'em there...

_____________________________

The TOAW Redux Dude

(in reply to sPzAbt653)
Post #: 22
RE: Operation Barbarossa 1941 - 8/21/2007 12:36:01 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline

quote:

ORIGINAL: sPzAbt653

I like it! It makes perfect sense. But I have to bite on a worm you dangled earlier. 'German tanks in early war scenarios should really be given the recon flag '. Only the early ones, I guess because of tactics changes on the Allied side?


More because of tactical change on the German side. When the heavier tanks came in, there seems to have been this expectation that they would win battles in a confrontational role. Maybe I'm exaggerating this.

quote:

And what would you think the cutoff date would be?


Depends on where you're looking. At Kasserine pass you would probably want recon tanks, but would you want them for the tanks used in the grinding battles at Stalingrad the previous Autumn?

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to sPzAbt653)
Post #: 23
RE: Operation Barbarossa 1941 - 8/21/2007 12:38:49 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline
quote:

ORIGINAL: B/snafu

Thanks for that-----makes me look a little different at it now. At first, figured due to their abilities they would be excellent in making that initial first hard hit ---wasted a lot of position opportunities due to turn burn in the first few rounds due to these guys.


In the real world, you'd be right.

A lesson for designers: unit proficiencies should not go above about 80 or maybe 85% except in unusual situations (for example I sometimes use 100% proficiency for static units which are destroyed when they retreat).

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to B/snafu)
Post #: 24
RE: Operation Barbarossa 1941 - 8/21/2007 10:41:27 PM   
Veers


Posts: 1324
Joined: 6/6/2006
Status: offline
quote:

ORIGINAL: golden delicious
In the real world, you'd be right.
A lesson for designers: unit proficiencies should not go above about 80 or maybe 85% except in unusual situations (for example I sometimes use 100% proficiency for static units which are destroyed when they retreat).

I would reckon a long, detailed explination why (or a place to look for it) would benefit myself and others.

_____________________________

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

(in reply to golden delicious)
Post #: 25
RE: Operation Barbarossa 1941 - 8/21/2007 10:54:11 PM   
Telumar


Posts: 2236
Joined: 1/3/2006
From: niflheim
Status: offline

quote:

ORIGINAL: Veers

quote:

ORIGINAL: golden delicious
In the real world, you'd be right.
A lesson for designers: unit proficiencies should not go above about 80 or maybe 85% except in unusual situations (for example I sometimes use 100% proficiency for static units which are destroyed when they retreat).

I would reckon a long, detailed explination why (or a place to look for it) would benefit myself and others.


Ditto that - it's been very calm during the last weeks over at tdg in regards to toaw and scenario design (except the idiotic iraq thread...). maybe time to do something about it if you prefer that place, Ben. Though i think here at Matrix would be a better place to reach the bigger part of the toaw community.


_____________________________


(in reply to Veers)
Post #: 26
RE: Operation Barbarossa 1941 - 8/22/2007 12:00:27 AM   
Veers


Posts: 1324
Joined: 6/6/2006
Status: offline
quote:

ORIGINAL: Telumar
quote:

ORIGINAL: Veers
quote:

ORIGINAL: golden delicious
In the real world, you'd be right.
A lesson for designers: unit proficiencies should not go above about 80 or maybe 85% except in unusual situations (for example I sometimes use 100% proficiency for static units which are destroyed when they retreat).

I would reckon a long, detailed explination why (or a place to look for it) would benefit myself and others.

Ditto that - it's been very calm during the last weeks over at tdg in regards to toaw and scenario design (except the idiotic iraq thread...). maybe time to do something about it if you prefer that place, Ben. Though i think here at Matrix would be a better place to reach the bigger part of the toaw community.

Yes, to someone who is not the most frequent visitor to TDG, it would seem a site dedicated to useless arguments, rather than the design of quality scenarios. Though I, fortunately, have been around long enough to know that they have, at least, produced some quaility scenarios in addition to that...debate.

_____________________________

To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.

(in reply to Telumar)
Post #: 27
RE: Operation Barbarossa 1941 - 8/22/2007 1:20:20 PM   
golden delicious


Posts: 5575
Joined: 9/5/2000
From: London, Surrey, United Kingdom
Status: offline

quote:

ORIGINAL: Veers
Yes, to someone who is not the most frequent visitor to TDG, it would seem a site dedicated to useless arguments, rather than the design of quality scenarios. Though I, fortunately, have been around long enough to know that they have, at least, produced some quaility scenarios in addition to that...debate.


Well, although it's interminable and rambling, the debate over there is civilised and usually pretty interesting to participate in. In any case, discussion is resuming on Colin's Seelowe, and you can expect its release some time in the next forty years.

That we haven't produced many scenarios recently is a consequence of most of us having much less free time. A number of members have started families since joining the group, and I myself have been in full time work for almost a year, whilst my TOAW time is largely dedicated to my Grand Strategy project.

Anyway, on the subject of ultra-high proficiency units; I'm not sure of the exact formulae involved, but the bottom line is that at some point, a test is made against proficiency to determine whether attacking or defending units break off from combat. This has three ramifications;
a) if you are not concerned about turn burn, very high proficiency units can be counted on to see the attack out for most of the turn. This can be useful in some circumstances.
b) if for whatever reason a very high proficiency unit is in an attack where the defender is unlikely to retreat (this can occur if supporting units with lower proficiency have already dropped out of the attack) then this attack will likely continue indefinitely.
c) very high proficiency units are unlikely to retreat when on the defence.

This needs to be borne in mind in conjunction with the other two factor controlling whether units break off from combat;
1) proportionate losses. Thus a very high proficiency unit which is not particularly lethal (i.e. an infantry regiment as opposed to an assault gun battalion) will stay in combat itself whilst not causing sufficient losses to the defender to cause them to break off. By the same token, a defender which is unable to inflict serious losses on the attacker will keep them engaged for longer than one which can maul it in a single combat round. Finally, bear in mind whether it is AT strength or AP strength which is important, and that it is often difficult to knock out defending tanks in TOAW.
2) loss settings. These are fairly well understood. Note though that a minimise losses setting often will not stop a very high proficiency unit from banging away for eight rounds.

So here's your worst case scenario for turn burn: the defender is very resilient to losses for whatever reason and has high proficiency, but is not very lethal. The attacking unit has very high proficiency, is not very lethal, and either has no support or is supported by units which will quickly break off from combat.

An example of the above would be a rifle regiment attacking a fortified tank battalion.

_____________________________

"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."

(in reply to Veers)
Post #: 28
Page:   [1] 2   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> Norm Koger's The Operational Art Of War III >> The War Room >> RE: Operation Barbarossa 1941 Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.938